Feudal society could use a bit of a rework. Here are my thoughts.

Been trying out a fanatic authoritarian militarist feudal society. Its ok so far (going into midgame) but I think it could be improved. Something that's really good now with the civic is you can split expansion areas off into vassals and it keeps your admin cap down. It may even be that as a civic it's just subpar and should really be a separate government authority.

1- Vassals should operate diplomatically independently. Even declaring war on neighbors and other vassals.

2- There should be automatic sharing of technology to vassals with the civic. Before this was the finisher effect on the domination tree. Now it seems gone entirely. For feudal society, if there's no tech sharing your vassals tend to be weak and useless which makes the civic kind of suck. To be frank i'd be fine with it being one way, your vassals get your tech.

3- There needs to be a special casus belli provided with the civic or offered as an ascension perk that lets you declare war on neighbors to turn them into feudal vassals (with the same ideology). it can even work like liberate, where if its a status quo peace then it creates a new vassal with the planets/systems. this kind of special cb synergies well with a civic that has lots of vassals.

4- Development priorities for certain vassals. So like your vassals could specialize and you tell them what to do (almost like a sector). Like you could tell them to expand to certain systems maybe, up to some fraction of their admin cap. Or you could tell them to focus on building certain fleet types (lots of kinetic weapons for example). In my mind these priorities would be territorial and military as that is what feudalism was all about, military+territorial priorities.

5- More feudal authority vassals should improve the starting skill level of your heir. Just a thought to represent having better royal marriages

TL;DR: allow feudal society a more unique vassal experience by allowing them to choose their vassals authority. Having control over a released vassal’s authorities might be a subtle enough change in the code to see implementation but would have a huge impact in the play style and role playing of the feudal civic. I originally…

Feudal society is a fun civic to play with, but it isnt enough of a lifestyle. Right now it's is really only useful earlyish midgame as a militarily strong empire, to take over other nonmilitarist empires and piggyback on their growth without dealing with as much disloyalty. It doesn't really change your strategy later, because…

I think the planes themselves are fine (finer balancing required ofc but it's in development), the carrier's have a single unit but much more control of that unit. Also the multiple waves works well, allowing the target time to do something. My big issue however is with the AA. Fundamentally it is still RNG based,…

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